Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game.
accelerometerFrequency | Accelerometer update frequency. |
actionOnDotNetUnhandledException | Sets the crash behavior on .NET unhandled exception. |
advancedLicense | Is the advanced version being used? |
allowedAutorotateToLandscapeLeft | Is auto-rotation to landscape left supported? |
allowedAutorotateToLandscapeRight | Is auto-rotation to landscape right supported? |
allowedAutorotateToPortrait | Is auto-rotation to portrait supported? |
allowedAutorotateToPortraitUpsideDown | Is auto-rotation to portrait upside-down supported? |
allowFullscreenSwitch | If enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts. |
aotOptions | Additional AOT compilation options. Shared by AOT platforms. |
applicationIdentifier | The application identifier for the currently selected build target. |
bakeCollisionMeshes | Pre bake collision meshes on player build. |
bundleVersion | Application bundle version shared between iOS & Android platforms. |
captureSingleScreen | Defines if fullscreen games should darken secondary displays. |
cloudProjectId | A unique cloud project identifier. It is unique for every project (Read Only). |
colorSpace | Set the rendering color space for the current project. |
companyName | The name of your company. |
cursorHotspot | Default cursor's click position in pixels from the top left corner of the cursor image. |
d3d11FullscreenMode | Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). |
d3d9FullscreenMode | Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode). |
defaultCursor | The default cursor for your application. |
defaultInterfaceOrientation | Default screen orientation for mobiles. |
defaultIsFullScreen | If enabled, the game will default to fullscreen mode. |
defaultScreenHeight | Default vertical dimension of stand-alone player window. |
defaultScreenWidth | Default horizontal dimension of stand-alone player window. |
defaultWebScreenHeight | Default vertical dimension of web player window. |
defaultWebScreenWidth | Default horizontal dimension of web player window. |
displayResolutionDialog | Defines the behaviour of the Resolution Dialog on product launch. |
enableCrashReportAPI | Enables CrashReport API. |
enableInternalProfiler | Enables internal profiler. |
forceSingleInstance | Restrict standalone players to a single concurrent running instance. |
gpuSkinning | Enable GPU skinning on capable platforms. |
graphicsJobMode | Selects the graphics job mode to use on platforms that support both Native and Legacy graphics jobs. |
graphicsJobs | Enable graphics jobs (multi threaded rendering). |
keyaliasPass | Password for the key used for signing an Android application. |
keystorePass | Password used for interacting with the Android Keystore. |
logObjCUncaughtExceptions | Are ObjC uncaught exceptions logged? |
macFullscreenMode | Define how to handle fullscreen mode in macOS standalones. |
MTRendering | Is multi-threaded rendering enabled? |
muteOtherAudioSources | Stops or allows audio from other applications to play in the background while your Unity application is running. |
productName | The name of your product. |
protectGraphicsMemory | Protect graphics memory. |
resizableWindow | Use resizable window in standalone player builds. |
resolutionDialogBanner | The image to display in the Resolution Dialog window. |
runInBackground | If enabled, your game will continue to run after lost focus. |
statusBarHidden | Should status bar be hidden. Shared between iOS & Android platforms. |
stereoRenderingPath | Active stereo rendering path |
stripEngineCode | Remove unused Engine code from your build (IL2CPP-only). |
strippingLevel | Managed code stripping level. |
stripUnusedMeshComponents | Should unused Mesh components be excluded from game build? |
use32BitDisplayBuffer | 32-bit Display Buffer is used. |
useAnimatedAutorotation | Let the OS autorotate the screen as the device orientation changes. |
useHDRDisplay | Switch display to HDR mode (if available). |
useMacAppStoreValidation | Enable receipt validation for the Mac App Store. |
usePlayerLog | Write a log file with debugging information. |
virtualRealitySplashScreen | Virtual Reality specific splash screen. |
virtualRealitySupported | Enable virtual reality support. |
visibleInBackground | On Windows, show the application in the background if Fullscreen Windowed mode is used. |
xboxEnableAvatar | Xbox 360 Avatars. |
GetApiCompatibilityLevel | Gets .NET API compatibility level for specified BuildTargetGroup. |
GetApplicationIdentifier | Get the application identifier for the specified platform. |
GetGraphicsAPIs | Get graphics APIs to be used on a build platform. |
GetIconsForTargetGroup | Returns the list of assigned icons for the specified platform. |
GetIconSizesForTargetGroup | Returns a list of icon sizes for the specified platform. |
GetScriptingDefineSymbolsForGroup | Get user-specified symbols for script compilation for the given build target group. |
GetStackTraceLogType | Get stack trace logging options. |
GetUseDefaultGraphicsAPIs | Is a build platform using automatic graphics API choice? |
HasAspectRatio | Returns whether or not the specified aspect ratio is enabled. |
SetApiCompatibilityLevel | Sets .NET API compatibility level for specified BuildTargetGroup. |
SetApplicationIdentifier | Set the application identifier for the specified platform. |
SetAspectRatio | Enables the specified aspect ratio. |
SetGraphicsAPIs | Set graphics APIs to be used on a build platform. |
SetIconsForTargetGroup | Assign a list of icons for the specified platform. |
SetScriptingDefineSymbolsForGroup | Set user-specified symbols for script compilation for the given build target group. |
SetStackTraceLogType | Set stack trace logging options. Note: calling this function will implicitly call Application.SetStackTraceLogType. |
SetUseDefaultGraphicsAPIs | Should a build platform use automatic graphics API choice. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |